oosyrag's Recent Forum Activity

  • Multiplayer signaling actions are asynchronous. If you put them in the same event as the layout change action, you will leave the layout before either of the signaling actions complete. Notice that the "Signaling: left room" and "Signaling disconnected" message logs never show up, even though there are events to log when they happen. So basically what is happening is that you never left the room as far as the signaling server is concerned, therefore the "join room" action will no longer work even if you leave the layout and come back with a new peerid/alias. The second time you go to the game layout, since you're already in a room and the auto join room action fails, the following "On Signaling Joined Room" event does not run and assign paddles to host/peer.

    If you do the following, it works fine:

    + Keyboard: On Escape pressed
    -> Multiplayer: Disconnect from room
    -> System: Reset global variables to default
    
    + Multiplayer: On signalling left room
    -> Functions: Call AddLog (message: "Signalling: left room")
    -> Multiplayer: Disconnect from signalling server
    
    + Multiplayer: On signalling disconnected
    -> Functions: Call AddLog (message: "Signalling disconnected")
    -> System: Go to Login
    
  • You'll want to use a text object attached to your enemy sprite in a container.

    When you type, you'll be able to compare the player input to the contents of the text object to pick the matching text object. If that text object is in a container with the enemy sprite, the correct enemy will also be picked. From there you have the proper target picked and you can do whatever you want with it, including get its position or destroying it.

  • Gonna start off by saying this is decidedly not a beginners topic, and that there are so many different ways to do it you're not going be finding a tutorial or template that will walk you through exactly the way you want it.

    Also, as far as game design goes, hand crafted levels are going to be superior to randomly generated ones 99% of the time, for much less work. I highly recommend building the rest of the game first, using a sample /example handcrafted level first, as the "fun-ness" of your game should not be dependent on procedural generation. When your core game is ready, you can add procedural generation of levels afterwards. By doing this, you'll also have a much clearer scope of what exactly you need your procedural generation to do.

    Here are a few resources:

    The closest thing I can think of from your description would be levels similar to Dungeon of the Endless: youtube.com/watch

    gamasutra.com/blogs/AAdonaac/20150903/252889/Procedural_Dungeon_Generation_Algorithm.php

    squidi.net/three/c_procedural.php

  • If wallclock time doesn't work, use date.now.

  • You can use system wallclocktime, or the date plugin's now expression to get Unix time.

    Dt by default has a limit of 30 fps (minimum of 0.033. You can change this by the system action set minimum framerate.

  • You can probably do something with the set tile range action.

    I imagine I would still use an invisible helper sprite to define the area of tiles to erase or replace and collide with. It could result in vram savings.

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  • One of the simplest ways would be to make it invisible while overlapping your player sprite, else visible.

  • If your want a more robust system, you'll probably want to use an array to keep track of all inputs in order and base most your event conditions off of that array.

  • Are they button objects or sprites?

    If they are button objects, are you using css styling?

    Button objects are html elements, so they have the possibility of being rendered differently depending on the browser. You can have more control over their appearance by using CSS, or better yet use a sprite object.

  • You can do it pretty much as you described.

    When conditions met for a buffer able input, start a timer.

    On action finished and is timer running,do buffered action.

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oosyrag

Member since 20 Feb, 2013

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